gameplay-programming-2d

gameplay-programming-2d is a skill for Codex from woliveiras/geremmyas. It costs 59 tokens per session (533 once invoked), scanned A, original, MIT.

A guide for implementing the rules and systems of 2D games in Phaser or Godot. It covers player movement, combat, abilities, interactions, physics, inventory, and scene flow.

In plain words
What is it for?
Use it to build or repair player controls, combat rules, abilities, collisions, interactions, inventory behavior, and transitions between game scenes.
Why use it?
It keeps authoritative game state separate from visuals and organizes behavior into explicit states, transitions, timing, and failure cases that can be tested.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it to build or repair player controls, combat rules, abilities, collisions, interactions, inventory behavior, and transitions between game scenes.

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Install with agentmods
npx agentmods add skills/woliveiras/geremmyas/gameplay-programming-2d
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add woliveiras/geremmyas --skill gameplay-programming-2d
Clone the repo
git clone --depth 1 https://github.com/woliveiras/geremmyas

Made for: Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for gameplay-programming-2d

README.md
[![agentmods](https://agentmods.dev/badge/skills/woliveiras/geremmyas/gameplay-programming-2d/github.svg)](https://agentmods.dev/skills/woliveiras/geremmyas/gameplay-programming-2d)
Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for gameplay-programming-2d

Your own site · 80×15
<a href="https://agentmods.dev/skills/woliveiras/geremmyas/gameplay-programming-2d"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/gameplay-programming-2d.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 533 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00059 $0.00533
Opus 5 $0.00030 $0.00267
Sonnet 5 $0.00012 $0.00107
Haiku 4.5 $0.00006 $0.00053

Measured 10d ago against content hash 71d424d54f5b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

gameplay-programming-2d scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

content/skills/gameplay-programming-2d/SKILL.md · 49 lines

How it starts

The opening of the file, as written. The whole thing — 49 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Gameplay Programming 2D

Build gameplay as explicit, testable simulation rules with engine code at the boundary.

Start from project evidence

  1. Read the nearest repository instructions and existing gameplay code.
  2. Detect the engine, exact installed version, language, physics backend, target platforms, and test setup.
  3. Identify the current ownership of input, simulation, presentation, collision, and persistence.
  4. Preserve established conventions unless they cause the reported problem.
  5. Define the requested behavior with measurable states, transitions, timing, and failure cases.

Load only relevant references

  • Read shared-foundations.md for architecture, time, state, collision, combat, and contracts.
  • For Phaser, also read phaser.md.
  • For Godot, also read godot.md.
  • Use $game-testing-2d for a test strategy, $game-feel-2d for responsiveness and feedback, and $game-art-2d for visual assets.

Implement a vertical behavior

  1. Express gameplay inputs as intentions, not device keys.
  2. Keep authoritative state independent of sprites, animation frames, and visible bounds.
  3. Choose update ownership and time domain explicitly.
  4. Implement one complete behavior from input or stimulus through state change to presentation.
  5. Keep physics bodies, hitboxes, hurtboxes, sockets, and navigation as gameplay data.
  6. Make one-shot events idempotent and define interruption rules.
  7. Clean up subscriptions, timers, tweens, nodes, and pooled objects at lifecycle boundaries.

Verify

  • Test state transitions, frame-rate independence, collision boundaries, interruptions, and repeated entry.
  • Exercise low and high frame rates plus pause, resume, scene reload, and object destruction.
  • Inspect the behavior in a running build at the target resolution and input devices.
  • Report automated evidence separately from subjective play-feel acceptance.

Guardrails

  • Do not derive damage or collision from opaque pixels.
  • Do not let animations silently own gameplay truth.
  • Do not mix milliseconds and seconds or render and physics clocks.
  • Do not introduce a global manager when local scene ownership is sufficient.
  • Do not rewrite the architecture before proving the existing boundary cannot support the behavior.

Read the full file on GitHub · 49 lines

Files

What ships with it

4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 49 lines · 59 tokens per session scan A 71d424d54f5b

Subscribe to this mod's changes

gameplay-programming-2d is a skill published in the GitHub repository woliveiras/geremmyas (10 stars, last pushed 1mo ago), licensed MIT. It adds 59 tokens to every session and 533 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.